We need depth buffers to be able to be bound as shader resources, which is not possible on 10.0 level hardware IF msaa is enabled.
Also, we can't just multisample the color buffer, because the depth and color buffer need to use the same sample count.
THAT as well, but it's not related to the core issue.
However, it's true that we also need to use some dx10.1 (SM 4.1) features to improve the way we're using the texture samples. Right now it's quite blocky still, but by querying the sample position you can improve that a lot.
Also, we can't just multisample the color buffer, because the depth and color buffer need to use the same sample count.
(11-30-2010, 02:19 AM)NaturalViolence Wrote: Not sure how dolphin is doing it since the definition of multisampling varies depending on the api but with d3d pc games msaa works with dx10 but dx10.1 has a "better" (faster) way of implementing it.
THAT as well, but it's not related to the core issue.
However, it's true that we also need to use some dx10.1 (SM 4.1) features to improve the way we're using the texture samples. Right now it's quite blocky still, but by querying the sample position you can improve that a lot.